The pokemon will be battling inside a large hall in a haunted mansion at midnight. Because the battle takes place inside, no weather effects will work here and SolarBeam cannot be used either. There is also no external water source, external rocks or external grass. In addition, all of the Rotom appliances can be found in the mansion, although because they are not in the hall, the command to possess an appliance costs 12 energy.

At the end of each round, one of the following will happen at random, with a 20% chance for each event:

The bath in the upstairs bathroom will fall through the hall's ceiling and land in the middle of the hall. For the rest of the battle, there will be an external water source; however, a Frillish will use Scald on the first pokemon that uses a move that requires an external water source.

This event cannot happen at the end of round 1 and it can only happen once in the entire battle. If this event is rolled at the end of round 1 or after it has already happened, nothing will happen.

A Chandelure floating close to the ceiling will use Will-O-Wisp on all active pokemon, even those that are already burned or immune to burn.

A Misdreavus will materialise behind one active pokemon (chosen at random with each active pokemon having an equal chance of being chosen) and shriek loudly before quickly floating away. That pokemon will be unable to do anything on its next action.

A Haunter will emerge from one of the walls, use Lick on one active pokemon (chosen at random with each active pokemon having an equal chance of being chosen), and then float through another wall.

One of the Rotom appliances (chosen at random with each appliance having an equal chance of being chosen) will be possessed by a Rotom, who will then enter the hall, use its new form's special move (Overheat, Hydro Pump, Leaf Storm, Air Slash or Blizzard) on all active pokemon, and then return the possessed appliance to its original location.

If, when this event is rolled, the chosen appliance is already being possessed by a player-owned Rotom, nothing will happen.

Objection's Mons:

Ursula the Jellicent(Move your mouse to reveal the content)Ursula the Jellicent (open)Ursula the Jellicent (close)

Jellicent [Ursula] (F)Nature: Modest (+Special Attack, -Attack)

Type: Water/GhostWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Type: GhostGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW UNLOCKED): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Gantu the Gyarados(Move your mouse to reveal the content)Gantu the Gyarados (open)Gantu the Gyarados (close)

Gyarados [Gantu] (M)Nature: Jolly (+Speed, -Special Attack)

Type: Water/FlyingWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Bullshorts the SNORLAX(Move your mouse to reveal the content)Bullshorts the SNORLAX (open)Bullshorts the SNORLAX (close)

Snorlax Bullshorts (M)

Type: Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities: Immunity, Thick Fat, Gluttony

Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.

Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Criminal the GENGAR(Move your mouse to reveal the content)Criminal the GENGAR (open)Criminal the GENGAR (close)

Gengar Criminal (F)

Type: Ghost/Poison

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities: Levitate

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities: Shield Dust, Static, Overcoat

Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.

Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (e.g. Flamethrower goes from 10 to 12, Fire Blast from 12 to 14).

Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

The first time Gengar uses Taunt on you, change that action to Magic Coat but do not push actions back.

If Gengar uses Disable (Payback) on action 2 or action 3 and is not taunted, change action 3 to Ice Punch (Cyclohm)

Gantu: Dragon Dance - Bounce (Gengar) - Bounce (Gengar)

If Gengar uses Taunt on you on action 1, then ...

... on all actions when Cyclohm targets you with a damaging electric-type move, use Avalanche (Cyclohm)

... on all actions when Cyclohm does not target you with a damaging electric-type move, use Ice Fang (Cyclohm)

If splitting this Taunt substitution like that means I've made too many substitutions, then if Gengar taunts you on action 1, just change your actions to Avalanche (Cyclohm) - Bounce (Gengar) - Avalanche (Cyclohm)

Also I only just found out that Gyarados a) gets Payback and b) has 2 spare MC with which to learn it.

They say this place is haunted. But no-one really knows for sure; the fog, twisted trees and eerie noises are scary enough, no-one is game to-

CRASH!!!

A burly Machamp bursts through the wall, hitting a Gengar, Criminal, who was hiding within. But it seems the ghost is not a resident here. He is quickly joined by his teammate, Empire the Cyclohm, and through holes in the walls made by their Pokemon, Korski and Objection enter the room. Apparently they took a wrong turn on the way to the ASB Arena and decided this place was good enough.
Gaston the Machamp, apparently satisfied with his Payback attack (Payback for what? who knows...) smiles as his own partner Gantu the Gyarados Dragon Dances into the room, Intimidating his opponents. He won't be dancing for long though; Gengar and Cyclohm team up and both unleash a terrifying Mega Thunderbolt at the poor 4x weak serpent, finishing off before he even achieved anything.
While his opponents cool down, Machamp sets up a Light Screen, though a little too late...
Empire and Criminal then turn their attentions on poor lonely Gaston. Luckily, Gengar's Hypnosismisses OOPS LOLNO and teh screen protects him from the worst of Cyclohm's Hurricane, allowing Machamp to get some actual Payback HA KIDDING UR ASLEEP.

Calcs and Rolls(Move your mouse to reveal the content)Calcs and Rolls (open)Calcs and Rolls (close)

Damn, I was hoping I could pull off some epic shit with Gyarados avoiding loads of attacks. Oh well, backup plan Oogie Boogie the Dusknoir, go get 'em!

EDIT: Also, this is the second time I have fallen victim to the double combo strategy, the first being in the gym leader battle vs jas. I really need to keep an eye out for that kind of thing in the future.

Very well then! Dusknoir is a real sonofabitch to deal with, but hopefully with our early advantage we can hold our ground!

Yonderwear: Will-o-Wisp [Dusknoir]~Brave Bird [Machamp]~Sky Uppercut [Machamp]
IF Machamp is ordered to use Counter on A2 or A3, THEN replace your relevant Action(s) with Flamethrower [Machamp].

Criminal: Hypnosis [Dusknoir]~Taunt [Dusknoir]~Confuse Ray [Dusknoir]
IF Machamp is ordered to target you with Encore on A2 or A3, THEN replace your relevant Action with Taunt [Machamp].
IF Dusknoir uses a Protective move on A1, THEN use Substitute [15 HP] and push Actions down.

Suddenly a Wild Dusknoir appears from within the haunted- oh wait nevermind, that's just Objection's Oogie Boogie, replacing a fallen comrade. Korski also does a bit of a switcheroo and withdraws Cyclohm in favour of Yonderwear the Blaziken!
Faster than both their opponents by far, Gengar and Blaziken sprint towards chosen victims and WHOA WHAT WAS THAT! It seems Gengar has been hit by some shadowy blur (or perhaps a Sneaky Shadow)! Oh, It's Dusknoir, turns out he's faster than he looks! Sometimes... Either Way, Criminal slows him down considerably by putting him to sleep with Hypnosis...or not! It seems he just hit a different Dusknoir! Rolling his eyes in a "do I have to do EVERYTHING?" kind of way Blaziken successfully statuses Dusknoir with a Will-o-Wisp. Gaston seems to be waking up at this point, but not quite.
Following a trail of burning, Criminal tracks down the right Dusknoir and Taunts him for being burnt and not being able to do anything. Dusknoir responds by insulting Gengar's intellegence regarding the last action, but this only crushes his spirits rather than provoking aggression. Blaziken, being a pretty Brave Bird, flies sprints (Dusknoir also insults his lack of flight) headfirst into Machamp, doing hefty damage. Machamp wakes fully and strikes back with a confusing flurry of Dynamic Punches.
Gengar decides to throw yet more status around, launching a Confuse Ray at Dusknoir. Blaziken trips over, resulting in many insults from Dusknoir as he retaliates against Gengar with Shadow Ball. Machamp uses 'Revenge', but he's not really feeling it. Between that and the quasi-Payback earlier, I'm not sure he really understands the concept of vengeance...
Then suddenly, the ref's Rotom, Gamma, bursts into the hall and Air Slashes everything, before leaving again. Said ref has never bought it a fan appliance. Maybe that's why it's acting up? Idk

Calcs and Rolls(Move your mouse to reveal the content)Calcs and Rolls (open)Calcs and Rolls (close)

Criminal, sensing danger Protects himself, just in time to stop the Payback and Shadow Punch coming his way. Blaziken summons up all of his courage for the Bravest Bird you'll ever see, finishing Machamp but almost himself as well.
Gengar casts a Hex on Dusknoir, but uses the last of his energy in the attempt, leaving Oogie Boogie alone to pick off the defenseless Blaziken, which he does with Shadow Ball.
All this commotion seems to vibrate throughout the house, and as a result a bath tub falsl through the rotted cieling and into the middle of the hall! A Frillish seems to be bobbing up and down in there.
Man, If I see one more ghost I'm gonna punch someone...

Okay we have a pretty good HP advantage here, so let's try and avoid the worst of those nasty Ghost support moves as best we can.

Empire: Light Screen~Dragon Rage [Dusknoir]~Thunderbolt [Jellicent]
IF Dusknoir is ordered to use Pain Split on A2 or A3, THEN use Protect on that Action and Protect the target of Pain Split (once).

Bullshorts: Yawn [Jellicent]~Crunch [Jellicent]~Crunch [Dusknoir]
IF Jellicent is ordered to use Will-O-Wisp on you, THEN use Protect on that Action and push Actions down (non-consecutive Actions only, and not if Taunted).
IF Jellicent uses Substitute on A1, then use Snatch [Jellicent] on that Action.

The two faster mons quickly set up protective screens, a Safeguard for Objection's ghosts and a Light Screen for Korski's team. Oogie Boogie rocks the foundations of the house with an Earthquake, hitting everyone else. Bullshorts just Yawns uselessly, in a fashion typical of Snorlaxes.
Empire shows Dusknoir some Dragon Rage though for it recieves a Toxic gloop and a thorough Taunting (10 Damage? More like Dragon Shit). Snorlax Crunches down on Jellicent, lowering its Defense.
The now Taunted Cyclohm gets a little confused and does nothing except... kind of... running angrily? Meanwhile the two ghost siphon vast amounts of vitality from their opponents with Pain Split. The round closes with Bullshorts Crunching once more, though this time targeting Dusknoir.
Jesseus' Rotom comes back, still with the fan. Jesseus should put him back in his ball...

Calcs and Rolls(Move your mouse to reveal the content)Calcs and Rolls (open)Calcs and Rolls (close)

If Cyclohm uses Thunderbolt on you and you did not use Protect in the previous action, change that action to Protect and push remaining actions back

If Snorlax uses Protect on an action when you would be using Will-O-Wisp and Snorlax did not use Protect on the previous action and the above substitution does not kick in, change that action to Chill and push actions back

Actually, I said to change the action after to Disable, not the action on which Thunderbolt is used. EDIT: This has now been fixed. And yes, a pokemon being reduced to 0.5 or less HP in any action results in that pokemon being KO'd immediately.